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Dr. VR

Dr. VR

Author: Justin Baillargeon, Ph.D

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Justin Baillargeon (Dr. VR) is a VR, film and media Professor and Scholar based in Toronto, Canada. In his bilingual podcast (English and French), he discusses all things related to VR, such as its industry and its academic field.
78 Episodes
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Dans cet épisode de Dr. VR, je m’entretiens avec Éric Brouillet, président de Vibrant Studios, une division de l’entreprise montréalaise Vibrant Marketing spécialisée dans la création d’expériences immersives grand public.Nous discutons de l’arrivée dans la grande région de Toronto de Space Explorers: The Infinite, une expérience immersive en réalité virtuelle qui permet aux visiteurs d’explorer la Station spatiale internationale et de découvrir la vie des astronautes en orbite.Éric explique comment Vibrant Studios développe et produit des expériences immersives qui combinent technologie, narration et divertissement, tout en cherchant à rejoindre un public large, des familles aux amateurs de nouvelles technologies. Nous abordons également la croissance rapide des expériences immersives location-based, qui permettent aux visiteurs de vivre des univers impossibles à reproduire à la maison.Enfin, nous discutons du potentiel de ce type d’expériences pour le marché ontarien et de la vision de Vibrant Studios pour l’avenir du divertissement immersif.
Dans cet épisode de Dr. VR, je m’entretiens avec Félix Lajeunesse, cofondateur du studio montréalais Félix & Paul, l’un des pionniers mondiaux du cinéma en réalité virtuelle immersive. Depuis plus d’une décennie, leur studio repousse les frontières de la narration immersive en plaçant le spectateur au cœur de l’expérience.Nous discutons de "Space Explorers: The Infinite", une expérience immersive de type location-based en réalité virtuelle qui permet au public d’explorer la Station spatiale internationale et de découvrir la vie des astronautes en orbite. Basée sur la série primée aux Emmy Awards Space Explorers: The ISS Experience, cette installation itinérante qui combine cinéma immersif, interactivité et exploration libre dans un environnement virtuel à grande échelle.Au cours de la conversation, Félix revient sur les défis de tourner dans l’espace en collaboration avec la NASA, sur l’évolution de la réalité virtuelle depuis les premières œuvres du studio, et sur la manière dont les expériences immersives location-based ouvrent la porte à un public beaucoup plus large que celui des casques VR à domicile.Nous abordons également la notion de présence en réalité virtuelle, le rôle du spectateur dans les nouvelles formes de narration immersive, ainsi que l’avenir du médium, entre interactivité, intelligence artificielle et nouvelles expériences collectives.
In this episode of Dr. VR, I sit down with Dr. Oliver Schreer, who is an Associate Professor at the Technical University of Berlin and Head of the Immersive Media & Communication Group at the Fraunhofer Heinrich Hertz Institute, to explore how cutting-edge volumetric capture technology is being used to preserve Holocaust testimony in VR.Dr. Schreer and his team developed two powerful VR experiences featuring Holocaust survivors: Eva Umlauf and Ernst Grube. Rather than relying on CGI avatars, they used high-fidelity volumetric capture to preserve the survivors exactly as they are—life-sized, realistic, and present. The result is not just immersive media, but a carefully designed encounter with living history and testimony.We discuss:​ How 32-camera volumetric capture systems reconstruct humans in 3D​ The technical challenges behind real-time mesh reconstruction and texturing​A subtle but powerful innovation that enables eye contact in VR​The ethical boundaries of modifying testimonial data ​How people respond emotionally and cognitively to immersive testimony​Whether VR should become part of educational curricula​The future of real-time 3D video communication beyond Zoom and Teams
In this episode of Dr. VR, I take a deliberate turn toward a topic that has surfaced repeatedly on the show but has never been fully unpacked: artificial intelligence.My guest, Claudette Hutchinson, is a Certified AI Lead Implementer and the founder of OwningMy, a platform designed to help people better understand, manage, and take ownership of their AI and digital interactions. Together, we explore what AI literacy really means beyond coding, why bias and representation matter in AI systems, and how these technologies can either widen existing gaps—or help close them.We discuss AI in education, accessibility, and creative fields, including how AI can support learners who have been historically excluded, the risks of automated decision-making, and why personal responsibility and critical thinking remain essential. We also circle back to immersive technologies and XR, looking at how AI and immersive tools intersect to democratize creativity and participation.This episode is about moving from fear to agency—and about who gets to shape the technologies defining our future.
"The Thrill of the Fight" is unquestionably one of the most iconic and authentic VR experiences ever created. Now, with "The Thrill of the Fight 2," the franchise is entering a bold new chapter.In this episode, I dive deep into the making of TOTF2 with Creative Director Edward Vasquez, exploring how the video game company Halfbrick is evolving the raw, room-scale intensity of the original, fully developed by the one-man-army Ian Fitz, while introducing multiplayer, a full career mode, smarter AI, and a stronger sense of presence and narrative.Edward shares his personal story of falling in love with boxing, the moment VR “clicked” for him, the challenges of designing real-time multiplayer combat, and why the version of TOTF2 available today represents only 10–15% of their full vision. We also break down embodiment, agency, player freedom, and what it means to design a VR experience that truly makes you feel inside the fight.Whether you're a longtime fan of TOTF, a VR developer, or someone curious about the future of immersive sports, this conversation delivers exclusive insights, big reveals, and an inspiring look at where VR boxing is headed.
I sit down with someone whose influence can be felt across technology, education, entrepreneurship, and global community building. Julie Smithson is the CEO and co-founder of METAVRSE, XR Women and Unlimited Awesome. She is a driving force in shaping how we create, collaborate, and thrive in the spatial web.In this wide-ranging conversation, Julie shares the incredible trajectory that brought her to becoming one of today’s most respected voices in immersive tech. We explore how her human-centric background in hospitality, combined with more than a decade of XR experience, informs the way she leads and designs for people rather than machines. She opens up about the mission behind Unlimited Awesome, a new educational ecosystem focused on perseverance, social impact, environmental responsibility, and preparing young people for a future where entrepreneurship and emerging technologies converge. We also discusse about why AI-first creation tools will redefine how students and creators build immersive worlds. We dive into the importance of governance and AI literacy, the shift toward agents over assistants, and why collaboration may become the most transformative “killer app” in the next wave of immersive adoption. And of course, we celebrate XR Women on its 5th anniversary: a vibrant global community now spanning more than 60 countries, empowering women and girls to lead, innovate, and shape the next era of spatial computing. Julie reflects on the current state of women’s representation in XR, where progress is happening, and where the industry urgently needs to evolve.
In this Stereopsia Session, I sat down with Roger ter Heide, CEO and Founder of ImproVive, to discuss the intersection of AI, VR, and interactive narrative design. His museum installation "Anders?!" from the Museum de Heksenwaag, immerses visitors in the emotional tension of historical witch-trial interrogations—powered by conversational AI and responsive avatars. Roger shares how this technology sparks reflection on modern discrimination and how AI-driven motion and emotion are reshaping VR storytelling.
In this Stereopsia Session, I spoke with Prof. Raigmor Barras and Prof. Rosemary Bernabe, coordinators of the EU project XR4Human, about creating a Code of Conduct for ethical and human-centred immersive technologies. They discuss the importance of accessibility, inclusivity, and interoperability in XR—and their hope that the European Commission will adopt their guidelines to ensure an equitable future for all users.
Dans cette Stereopsia Session, je rencontre Christophe Hermanns, directeur de Vigo Creative, pour discuter de la manière dont le Serious Gaming en réalité virtuelle transforme la formation professionnelle — des pompiers belges apprenant les protocoles liés aux matières dangereuses jusqu’aux simulations pour centrales nucléaires. Christophe partage également des réflexions sur le succès du studio avec The Smurfs: Blueberry Battle, un jeu bientôt disponible dans plusieurs parcs d’attractions à travers le monde, et explique pourquoi les expériences multijoueurs représentent, selon lui, l’avenir véritable de la réalité virtuelle.
In December 2024, live from Stereopsia 2024 in Brussels, I sat down with Alexandra Gerard, Co-Director and Co-Founder of UnitedXR Europe, and Managing Director of Stereopsia, to explore how one of the continent’s leading XR events has evolved over the years. Alexandra shares how she fosters collaboration across Europe’s diverse XR ecosystem, the growing presence of women in immersive tech, and her mission to create a circuit connecting XR events across the continent.
In this episode of Dr. VR, I sit down with Jon Yu, founder of Elysium AR, a no-code AR co-creation app designed to make worldbuilding accessible to everyone.We talk about the inspirations behind Elysium, the challenges of designing for AR in vibrant public spaces, and why user experience is becoming the true “moat” in immersive technology. Jon shares his thoughts on the upcoming wave of wearable devices, from the Meta Ray-Ban Display and Orion to the Spectacles by Snap, as well as the Meta Quest 3 and the Apple Vision Pro passthrough technologies, and what they mean for the future of creativity and connection in AR.It’s a wide-ranging conversation about accessibility, storytelling, and the social dimensions of AR, and why the next chapter of immersive media might not be built in code, but through collaboration.
In this powerful episode of Dr. VR, I sit down with Māori filmmaker, educator, and immersive media innovator Wiremu Grace, the creative force behind "Atuatanga," a groundbreaking VR experience told entirely in te reo Māori. Premiered at the 2025 Imaginative Festival in Toronto, "Atuatanga" brings Māori spiritual narratives, environmental awareness, and ancestral wisdom into the immersive realm of VR.Together, we explore the cultural and creative journey behind "Atuatanga," the role of Indigenous storytelling in XR, and the future of Māori participation in immersive technologies. From community engagement to language revitalization, this episode shines a light on the transformative power of VR when rooted in Indigenous identity and knowledge.
In this powerful episode of Dr. VR, I sit down with Māori filmmaker, educator, and immersive media innovator Wiremu Grace, the creative force behind "Atuatanga," a groundbreaking VR experience told entirely in te reo Māori. Premiered at the 2025 Imaginative Festival in Toronto, "Atuatanga" brings Māori spiritual narratives, environmental awareness, and ancestral wisdom into the immersive realm of VR.Together, we explore the cultural and creative journey behind "Atuatanga," the role of Indigenous storytelling in XR, and the future of Māori participation in immersive technologies. From community engagement to language revitalization, this episode shines a light on the transformative power of VR when rooted in Indigenous identity and knowledge.
In this episode of Dr. VR, I sit down with Jonathan Griffith, director, producer, and sports photographer, to explore the making of his groundbreaking VR film Touching the Sky, co-produced by Meta and Red Bull. Filmed across the French Alps and the Himalayas, the documentary captures wingsuit flying, paragliding, and other adrenaline-fueled sports in stunning stereoscopic 360°.Jonathan reveals the creative and technical challenges of filming extreme sports in VR, why this medium demands raw honesty with no retakes or tricks, and how immersive media is reshaping storytelling for audiences worldwide. Whether you’re passionate about virtual reality, filmmaking, or extreme sports, this conversation offers a rare behind-the-scenes look at what it takes to capture the impossible.
In this episode of Dr. VR, I sit down with Jonathan Griffith, director, producer, and sports photographer, to explore the making of his groundbreaking VR film Touching the Sky, co-produced by Meta and Red Bull. Filmed across the French Alps and the Himalayas, the documentary captures wingsuit flying, paragliding, and other adrenaline-fueled sports in stunning stereoscopic 360°.Jonathan reveals the creative and technical challenges of filming extreme sports in VR, why this medium demands raw honesty with no retakes or tricks, and how immersive media is reshaping storytelling for audiences worldwide. Whether you’re passionate about virtual reality, filmmaking, or extreme sports, this conversation offers a rare behind-the-scenes look at what it takes to capture the impossible.
In this episode of Dr. VR, I sit down with Stephen Henderson, multidisciplinary artist, programmer, and spatial designer, to explore tAxI, a groundbreaking immersive installation that invites passengers into a driverless cab for a deeply human conversation with an AI, presented at the Immersive Competition at the 2025 Cannes Film Festival.Co-directed by Henderson alongside Yamil Rodriguez and Michael Arcos, tAxI challenges our expectations of immersive media by removing the headset entirely. Through spatial design, AI-driven dialogue, and real-time responsive visuals, it becomes a space of confession, memory, and reflection.We discuss what it means to create presence without VR hardware, how AI can be designed to truly listen, and why a driverless taxi becomes the perfect vessel for storytelling. From linguistic nuance to emotional resonance, this experience raises profound questions about intimacy, technology, and the future of narrative design.
In this episode of Dr. VR, I sit down with Stephen Henderson, multidisciplinary artist, programmer, and spatial designer, to explore tAxI, a groundbreaking immersive installation that invites passengers into a driverless cab for a deeply human conversation with an AI, presented at the Immersive Competition at the 2025 Cannes Film Festival.Co-directed by Henderson alongside Yamil Rodriguez and Michael Arcos, tAxI challenges our expectations of immersive media by removing the headset entirely. Through spatial design, AI-driven dialogue, and real-time responsive visuals, it becomes a space of confession, memory, and reflection.We discuss what it means to create presence without VR hardware, how AI can be designed to truly listen, and why a driverless taxi becomes the perfect vessel for storytelling. From linguistic nuance to emotional resonance, this experience raises profound questions about intimacy, technology, and the future of narrative design.
Dans cet épisode de Dr. VR, je reçois Dominic Desjardins et Rayne Zuckerman, créateur·trice·s basé·e·s à Toronto et fondateur·trice·s de Zazie Films, à l’origine de l’expérience en réalité virtuelle La maison de poupée / The Dollhouse, présentée à la Compétition Immersive du Festival de Cannes.À travers le regard sensible d’une enfant et un univers de papier qui se déploie, La maison de poupée explore les dynamiques de pouvoir, la culpabilité, et la responsabilité individuelle dans l’intimité des foyers. Ce récit interactif donne au spectateur un rôle actif et engageant : que feriez-vous si vous teniez une poupée fragile entre vos mains, seul, avec tout le pouvoir de choisir ?
Dans cet épisode de Dr. VR, je reçois Dominic Desjardins et Rayne Zuckerman, créateur·trice·s basé·e·s à Toronto et fondateur·trice·s de Zazie Films, à l’origine de l’expérience en réalité virtuelle La maison de poupée / The Dollhouse, présentée à la Compétition Immersive du Festival de Cannes.À travers le regard sensible d’une enfant et un univers de papier qui se déploie, La maison de poupée explore les dynamiques de pouvoir, la culpabilité, et la responsabilité individuelle dans l’intimité des foyers. Ce récit interactif donne au spectateur un rôle actif et engageant : que feriez-vous si vous teniez une poupée fragile entre vos mains, seul, avec tout le pouvoir de choisir ?
In this episode, I sit down with Eloise Singer, director and founder of Singer Studios, and Dr. Dave Ranyard, producer, immersive media pioneer, and studio director, to explore their VR work currently under consideration for an Emmy nomination and recently showcased at the Cannes Film Festival in the Immersive Competition. Their projects are redefining how we engage with history through virtual reality.From the windswept decks of The Pirate Queen to the revolutionary journey of Bertha Benz in Trailblazer, this conversation delves into the creative and technical processes behind these genre-defying experiences. We discuss Trailblazer's Cannes premiere, the growing field of immersive historical storytelling, and the importance of agency, embodiment, and innovation in shaping the future of XR, while exploring how VR challenges traditional boundaries between audience and narrative.And stay tuned for an exciting surprise announcement from Singer Studios!
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